ZBrushCentral

Cloth edge Problem

I used masking and inflat deformation to create the pants.

But when I try using smooth brush I loose the crispy edge on the waist part as compared to the end of pant.

But I need to smooth out the thickness part of the pant as shown in the second pic

How to achieve this crispy edge with smooth thickness.

Any tutorials on it ?

BTW This is a zsphere model and will be reposed hence clothing needs to be carved out on the model itself.

PS- I ahve got my Ram uipgraded to 1.5 gb and now I can work smoothly on this model over 2.2 million. :smiley:

Lols forgot to atatch pic

Attachments

cloths-problms.jpg

The way to get crisp edges here is to follow an edge loop. Polygons are square. If you draw a line that goes diagonally across several polygons, you’ll get jagged edges because you can’t have part of a polygon. But if you draw a line that follows one edge shared by all polygons, you get a perfectly smooth edge.

The easiest way to do this is to go to a lower subdivision level where you have fewer polygons and do the masking there. Then you can go to the higher levels and your masking will translate across.

Thanks Aurick

i will try it out.

Aurick

i tried that

But while masking in a low subdivision mode the mask covers more polygons then required .

For example If I want only to mask till waist, because of less polygons it masks even the chest.

Hence when inflated it creats a edge coming out of chest instead of waist.

How do I tackle this problem…

Is there any tutorial on creating cloth details on a zsphere model.?

Pls let me know

MEANWHILE i AM TRYING EDGELOOP

Ok edgeloop doesnt work for zspheres model.

I need to learn how pixolator carved out this girl just out of zspheres

http://www.zbrushcentral.com/zbc/showthread.php?p=8265#post8265

anyone help

Even when deforming in pm to create a belt I get same result.

Aurick this is what i meant by my alpha deformation post.

Now I ahve more RAM and this is subdivision lvl 7- 2.2 million polys

still I get zaggy edges while using any alpha deformation.

Attachments

ppolygon-jaggy.jpg

You’re misunderstanding what I meant by Edge Loop.

An “edge loop” is any line across the edge of multiple polygons that eventually returns to its start. One example would be a line of polygons around the circumference of your model’s arm. Another would be the polygonal lines making circles around an eye – each circle is an entire edge loop.

If all of your hidden or masked polygons share the same edge loop, you’ll get a smooth result. If your selection skips across edge loops, you get a jagged result.

The Tools>Geometry>Edge Loop command is used to add another edge loop to an existing (non ZSphere) model. That’s not what you need. You simply need to select/mask/hide using an edge loop that already exists in your model.

Aurick

It went over my head. :o

Ok leave the theory apart, tell me what I have to do practically and then I may understand the theory behind it ?

[EdgeLoop.jpg](javascript:zb_insimg(‘33955’,‘EdgeLoop.jpg’,1,0))

Take a look at the example above.

On the left we have a regular ZSphere. Each of the heavy lines that you see on the polyframe view is an edge loop because if you start at any point along it and follow in the same direction, the line eventually loops back around to its starting point.

In the middle, I’ve partially hidden the mesh, following one of the edge loops. As you can see, the edge is perfectly linear with no jaggies. This is what you need to do to get perfect results.

On the right, I’ve partially hidden the mesh without following any edge loops. As you can see, the hide line cuts across polygons. But because a polygon can’t be partially hidden, you get jagged edges. Those jaggies then carry over when you create the difference mesh.

Got it Aurick

Thanks a lot. :smiley:

you rock man :+1: